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Added support for transforming homogenous W geometry into world geomtry #199
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Thanks @dkollmann! I will take a look at this soon. |
Also FYI if you try this code with Black & White, things will have a blue tint. This is because the water plane which should be rendered before all the other geometry, is rendered on top of it instead of behind the other geometry. |
… disable lighting. Commented out unneeded XYZW code.
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I made some fixes. Of course lpD3DMatrix has to be replaced, after getting the game camera properties from it. The force push was just an update on the commit comment. |
Ok, I figured this out. You have to set |
My only last comment is that I prefer to create a struct and add it to the Other than that, I think this is about ready to merge. |
Ah okay, I created the RenderData.h, because it was not possbile to include the device header in the DebugOverlay.cpp file. |
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It seems like there may be more than just something wrong with With How it is supposed to look: I can also see it even when just |
Okay, here are the things are are wrong here and why "position" is zero.
The result will be the same, but the code should be a bit clearer. So what happens is...
I hope this all makes sense and is correct. Please take a look. |
Not sure if it is related, but I noticed something curious with the reconstructed world space in Black & White. The whole world is rotated by 24.4° degreees. But the thing is, if you look at the trees at the bottom left, they are straight, which implies that this is correct. I wonder why this is. Is this due to the angle of the reflection? In game, the camera is completely horizontal. I checked the original view matrix. But I also noticed that the Y direction seems to be flipped. It is negative when looking up and positive when looking down. |
Okay this seems to be a Black & White thing. No matter how I look att he view matrix, the angle only seems to be half of the actual angle. MAybe this is related to faking bent normals. |
Hey Elisha, so I finally got around to take a closer look at this for Black & White. So for me, the practical difference between DdrawConvertHomogeneousToWorldUseGameCamera is that I use the original view matrix to remove the camera's tilt, so the world geometry comes out as horizontal. This way I can place a new water plane and it will always correctly align with the terrain. Of course this also means that the code became quite specialised for Black & White now and it might be a better option to remove DdrawConvertHomogeneousToWorldUseGameCamera, unless you see general value in this special case. And just as a note, in the following code, yaw and pitch look like they should be the other way around, but this is indeed correct. Yaw is the rotation of X and pitch is the rotation of a vector around X. Here is what I do now:
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@dkollmann, sorry for the delay in responding. I updated the code to match your branch. But I am wondering if there is an issue with Could there be an issue because we are losing data in the The reason I ask is because I am still seeing distortion in the sky in Dark Reign 2 whenever |
Hey, I just wanted to say that I am still on this, but I changed my job and am moving to another country, so lately I am super busy. |
@dkollmann, no problem. Take your time. I understand. Real life has to come first. Thanks for letting me know. |
Because there are a lot of things added since this PR was created, I updated it to keep it in-sync with the master branch. |
Keeping PR in-sync with master branch. |
This is an update on the previous pull request #188.